Gaming Permafrost map

Permafrost Interactive Map

Permafrost's world is built by hand and stays the same in every game, so a spot on the interactive map is the same spot in yours.

Permafrost's world is built by hand and stays the same in every game, so a spot on the interactive map is the same spot in yours. It holds 35 named places and 4,477 spots of 156 kinds, sorted into 10 layers.

The named places are 7 safe zones, 13 exploration zones, 4 caves, 5 scavenging areas, 4 cold zones and 2 meeting places. The safe zones are Church, Crow's Nest, Horizon, Sonnenberg's Clinic, The Last Stand, Solar Power Plant and Technocrats Colony. When you die, the game offers to respawn you at the nearest safe zone. Horizon is the first safe zone you reach, through a short cave from the ravine where the game starts, and it is a No Build Zone. The regions named on the map are Woods, The Estate, Maple Island, Solar Facility, Urban District, White Hell and Skyscrapers. A cold zone is colder than the land around it, and a banner tells you when you walk into one.

Fast travel posts stand at Horizon, Solar Power Plant, Church, Crow's Nest and The Last Stand. Each is a wooden post with a sled. Walk up to it and unlock it, which you only do once. From then on you can travel between the posts you have unlocked, except during combat or a severe snowstorm. Traders can be met around the world: Anna, Condor, Dr. Sonnenberg, Eric Hirsch, General Trader, Jeremiah Crow, Logan Boyce, Robyn, Skinwalker, The Mule and The Rat Queen.

The map opens with places, fast travel posts and traders switched on. Turn on Resources to plan a mining run around 1,357 boulder and tree spots, from Rock Boulders to Moonrock Boulders. Turn on Loot containers to plan a looting route through 1,955 spots, from Frozen bodies to Military crates. Notes and recordings marks 49 recipe notes, each teaching a recipe, plus 36 recordings and notes. Loose items, Shelter and stations, Breakables and Wildlife show single items to pick up, beds and workbenches, pallets to break and places where animals roam. Pan and zoom to move around, switch layers on or off in the panel, and search for a place by name. The address keeps your current view, so you can share it.

Named places on the Permafrost map

Safe zones

NameSpots nearbyNearest fast travel post
Church193Here
Crow's Nest107Here
Horizon175Here
Solar Power Plant203Here
Sonnenberg's Clinic263Horizon (about 230 m)
Technocrats Colony89Church (about 300 m)
The Last Stand3Here

Exploration zones

NameSpots nearbyNearest fast travel post
Bunker 2157Horizon (about 450 m)
Bunker Checkpoint36Horizon (about 200 m)
Candlelight Inn18Church (about 250 m)
Charles' Park66Last Stand (about 120 m)
Convoy of Couriers32Church (about 140 m)
House Camp72Church (about 110 m)
Hunter's Glade21Church (about 240 m)
Improvised Radio Tower66Church (about 260 m)
Municipal Parking29Last Stand (about 40 m)
Nomad Camp37Horizon (about 90 m)
Promenade (House Camp)201Crow's Nest (about 110 m)
The Dam5Solar Fields (about 290 m)
Water Tower114Church (about 170 m)

Caves

NameSpots nearbyNearest fast travel post
Bone Cave46Horizon (about 160 m)
Cougar’s Den—Church (about 430 m)
Landscar Cave72Horizon (about 120 m)
Rift Cave56Church (about 320 m)

Scavenging areas

NameSpots nearbyNearest fast travel post
Crater53Horizon (about 280 m)
Frozen Pond21Church (about 380 m)
Gas Station1Horizon (about 230 m)
Military Area111Horizon (about 220 m)
Shallow Rift71Church (about 150 m)

Cold zones

NameSpots nearbyNearest fast travel post
Renegade Camp45Church (about 320 m)
Shattered Convoy55Crow's Nest (about 280 m)
The Crater's Military Convoy34Church (about 250 m)
Woodcutters Outpost38Church (about 360 m)

Meeting places

NameSpots nearbyNearest fast travel post
Greenhouse211Crow's Nest (about 170 m)
Rat Queen's Crossing87Solar Fields (about 90 m)

Fast travel points

PostNamed placeType of place
Fast Travel: HorizonHorizonSafe zone
Fast Travel: Solar FieldsSolar Power PlantSafe zone
Fast Travel: ChurchChurchSafe zone
Fast Travel: Crow's NestCrow's NestSafe zone
Fast Travel: Last StandThe Last StandSafe zone

Traders

NameWhere
AnnaChurch
CondorCharles' Park, The Last Stand
Dr. SonnenbergSonnenberg's Clinic
Eric HirschTechnocrats Colony
General TraderThe Last Stand, Horizon, Church
Jeremiah CrowCrow's Nest
Logan BoyceSolar Power Plant
RobynHorizon
SeanPromenade (House Camp)
SkinwalkerHunter's Glade
The MuleHunter's Glade, Church, Solar Power Plant
The Rat QueenRat Queen's Crossing

Regions

RegionIn-game journal
WoodsA perilous stretch of frozen wilderness that regular Metropolis citizens abandoned years ago, deeming it too treacherous for scattered survivor groups to safely traverse. In their absence, nature has seized control: the forest now thrives with life, from swift foxes to packs of wolves and massive bears. For those brave or desperate enough to venture here, prime hunting grounds and valuable natural resources await, though every step deeper carries the very real threat of becoming prey yourself. Scattered throughout are remnants of the old world: hunting towers hunting towers with their ladders mysteriously gone and caves offering temporary refuge, abandoned woodcutter camps and military outposts slowly consumed by Cold Zones, and frozen convoys that never reached their destination. At the heart of it all lies Hunter's Glade, once a thriving meeting place for hunters and a center of trade, now a frozen monument to a way of life lost to the endless winter. Woods are also, as every place these days, kind of a tomb: for those who failed to secure entry into the Slumber Project, the ones heading to Metropolis from elsewhere in promise of a better tomorrow and for those consumed by whatever lurks in the dark.
The EstateOnce a symbol of wealth and privilege, The Estate now stands as a stark monument to a bygone era. The Technocrats have fortified this decaying opulence, transforming the ruins into a formidable fortress with barricades of scrap metal, watchtowers constructed from salvaged materials, and a network of tunnels connecting the buildings.
Maple IslandThe heart of Metropolis—a complex of skyscrapers surrounding a city park, serving as the city's showcase and proof of its size and class. However, in the first years of Permafrost, it became clear that these places, despite their expensive high-quality materials, don't cope well with strong icy winds.
Solar FacilityA sprawling complex of rusted metal and cracked concrete, the Solar Facility stands as a monument to a failed attempt at sustainable energy. The once-pristine solar panels are now covered in grime and snow. Scavengers have repurposed the facility, establishing a precarious foothold amidst the decaying infrastructure.
Urban DistrictThe remains of a once-busy city district, now swallowed by snow, silence, and the dangers that moved in after civilization fell.
White HellA brutal stretch of permanent cold, where the wind bites harder than any blade and every step toward Maple Island feels earned.
Skyscrapers—

Main quest

QuestQuest lineNext quest
A New BeginningMain storyFeel The Heat
Breaking the Radio SilenceHouse Camp—
Closer to the SunSolar FieldsGrumpy Friend
Dog DaysHorizonNew Home
Dressed for White HellUrban DistrictThe Last Stand
Electric SheepsTechnocratsGrumpy Friend
Extreme MakeoverSolar Fields—
Feel The HeatMain storyHorizon's Kitchen
Gardener, Mechanic, Tribal, SpyTechnocrats—
Grumpy FriendUrban DistrictStolen Treasure
High FrequencyWoodsThe Way Home
Horizon's KitchenHorizonDog Days
House Camp FlipperHouse CampBreaking the Radio Silence
House into a HomeWoodsHouse Camp Flipper
Let’s see what the future holdsSolar Fields—
New HomeHorizonThe Outpost
New TownSolar Fields—
Parking ZooSolar Fields—
Queen of RatsSolar Fields—
Stolen TreasureUrban DistrictWhere it all began
Suit UpTechnocratsThe Guided Tour
The Art of the DealSolar FieldsCloser to the Sun
The CollectorSolar FieldsThe Art of the Deal
The Guided TourTechnocratsGardener, Mechanic, Tribal, Spy
The Last StandMain story—
The OutpostWoodsHigh Frequency
The Way HomeWoodsHouse Camp Flipper
Tower of FinnHouse CampNew Town
Trial Of The StormMain story—
What's Up, Doc?Solar FieldsThe Collector
Where it all beganUrban DistrictDressed for White Hell

Animals

AnimalSpotsSkinning
Bear2Bear Pelt
Bison——
Boar4Boar Pelt
Fox1Fox Pelt
Moose4Moose Pelt
Muskox2Bison Pelt
Rabbit—Hare / Rabbit Pelt
Rat—Hare / Rabbit Pelt
Red Deer4Deer Pelt
Wolf2Wolf Pelt

Map layers

LayerKindsSpots
Places8166
Travel15
People218
Resources91,357
Loot containers241,955
Notes and recordings285
Loose items87460
Wildlife719
Shelter and stations6133
Breakables10279

Resource boulders

BoulderPickaxeSpots
Rock BoulderStone Pickaxe218
Flint BoulderStone Pickaxe200
Iron Boulder—196
Coal BoulderFlint Pickaxe163
Sulfur BoulderFlint Pickaxe137
Copper BoulderFlint Pickaxe136
Gold Boulder—109
Moonrock Boulder—54

Find it on the map

Places

Travel and traders

Resources

Loot containers

Notes and recordings

Loose items

Shelter and stations

Breakables

Wildlife

Quests

Named places

People

Recordings and notes